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- New minor remort marauder skill: warp reality. - Stoicism is now cheaper, slightly more powerful at low to moderate mastery %s, and slightly less powerful at very high mastery %s.

- Quickbolt - oe najk now has a reduced effect unless it is used within the druid's haven (in which case it retains full effect). - Windcoil's prevention is now halved within the druid's haven. - Winter storm of satio now has two modes of operation - the same damaging blasts at low satio, and an incapacitating function at high satio. See the help file for details.

The marauder's creed is a simple and elegant one - to rain chaos andconfusion across the battlefield until there is no one left to hackat.

The power to warp reality comes with disturbing ease to any marauderof significant ability; even impairments such as bash or temple touchcannot restrict the usage of warp reality. This ability manifestsitself in two parts.

First, warp reality will bend and twist the physical environment ofthe world itself. The room that this ability is used in becomes astage of chaos, and movement through it is flipped around. This aspectis very short-lived - reality reasserts itself very quickly, and theenvironmental warping ceases at the very next tick.

More than just the environment is affected, however. Each other entitythat witnesses the warping, be it friend or foe, has a chance of beingdisoriented. Those who succumb will suffer a combat disadvantage for aduration dependent on the marauder's intellect. Moreover, the discord sown instills within the marauder a malicious glee, restoring an amountof mana, spirit, and endurance proportional to the number of beingsaffected.

- Sigil of the undead army now summons 3 followers instead of 8; these are balanced such that the spell's power remains fairly similar. The spell now scales beyond 100%, and with willpower.

- Follower's corpses will now have a delayed decay time.

Martial styles:

These abilities form the basic martial styles:

annulment stance, dragon stance, hao'tien stance, mantis stance

Some subclasses possess additional martial styles. Any skill that is a basic martial style will be clearly marked in its helpfile. Basic martial styles derive their effectiveness from the user's learn curve and intellect.

Each martial style provides two benefits upon activation:- A long-term boost to a single stat, lasting ten minutes.- A short-term "burst" benefit with a brief duration.

As long as martial styles are used in sequence (that is, the monk doesnot activate a martial style when another is already active), noprevention of any kind is incurred. The monk may use the same stylecontinuously, or adopt a new style when the first has dropped.

The monk may manually drop a style by using the ability when it isalready active. Doing so incurs a 15 minute prevention on that style.

Finally, a monk may choose to devise a "composite style" by combiningmultiple martial styles. Whenever a style is stacked upon another, themonk gains/resets a 15-second timer, during which more styles may beadded. When this timer expires, or when the monk reaches the maximum number of styles he can combine, the monk gains a "state of reflection"lock which prevents him from using any martial styles for a durationbased on the number of styles stacked. Most monks can only stack upto 3 styles at once.

Thus, martial styles provide the monk with a number of options:- Continuous benefits from one martial style at a time, including a constant boost to a single stat based on the style selected.- Alternating burst benefits gained by dropping and switching styles.- Full stacked benefits from multiple styles, at the cost of being style locked for a duration proportional to the quantity stacked.